(→5A: as of the new update, it's now jump cancellable on block) |
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{| | {{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Yosuke Hanamura}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
! | {{FlexContainer}} | ||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | |||
{{FP Box|header=Overview | |||
|content= | |||
Yosuke is a quick rushdown character. His Dash spring and auto combos provide quick actions to pressure opponents and catch them in unlikely situations. His air game is good with his j.C, allowing for a variety of cross up potential from that move alone. He is missing a projectile but his quickness allows for good offensive tools to get the job done. With Yosuke, you want to stay offensive and keep good pressure while crossing up your opponent to keep them on the defensive. | |||
{{Bio | |||
{{ | | name = Yosuke Hanamura | ||
| game = BBTag | |||
| quote = Leave it all to me, yeah!<br/>The important things are never far off... They're all around you. | |||
| lore = | |||
| | |||
= | |||
Yosuke Hanamura is the first party member Yu Narukami bonds with during his time in Inaba. Due to his father's manager position at the Junes superstore, Yosuke was forced to move from the big city to "the boonies," leaving him resenting his feelings of boredom and isolation. After accepting his shadow, he tries his hardest to be the best 'partner' he can be. | Yosuke Hanamura is the first party member Yu Narukami bonds with during his time in Inaba. Due to his father's manager position at the Junes superstore, Yosuke was forced to move from the big city to "the boonies," leaving him resenting his feelings of boredom and isolation. After accepting his shadow, he tries his hardest to be the best 'partner' he can be. | ||
}} | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
|pros= | |||
{ | |||
| | |||
| | |||
* Has great air mobility, as well as several air tools to help him out. | * Has great air mobility, as well as several air tools to help him out. | ||
* High solo damage | * High solo damage | ||
* One of the fastest characters in the game. | * One of the fastest characters in the game. | ||
* | * Great assist kit. | ||
|cons= | |||
| | * Weak pokes/midrange game | ||
* | * Struggles against characters with strong air control | ||
* | * Fastest air normal is 10f. | ||
* | }} | ||
| subheader1=Air Actions | |||
| content2= | |||
| | |||
Yosuke is able to chain multiple specials while in the air. He can string these together during combos, to mix up his aerial approach or bait anti-airs. | Yosuke is able to chain multiple specials while in the air. He can string these together during combos, to mix up his aerial approach or bait anti-airs. | ||
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3 Moonsaults and 1 V Slash can be used per jump. V Slash can’t be canceled into any air actions but you can manually moonsault/normals after recovery while in the air. | 3 Moonsaults and 1 V Slash can be used per jump. V Slash can’t be canceled into any air actions but you can manually moonsault/normals after recovery while in the air. | ||
< | }} | ||
{{#lst: | {{Closediv}}<!--END TOP SECTION--> | ||
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --> | |||
{{FP TOC}} | |||
{{FP Box | |||
| padding=no | |||
| content={{CharaInfo | |||
| game=BBTag | |||
| fullname=Yosuke Hanamura | |||
| health={{#lst:{{PAGENAME}}/Data|health}} | |||
| comborate={{#lst:{{PAGENAME}}/Data|comborate}} | |||
| prejump={{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash={{#lst:{{PAGENAME}}/Data|backdash}} | |||
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}} | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX OTHER SECTION--> | |||
{{Closediv}} | |||
==Normal Moves== | ==Normal Moves== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">4A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_4A.png |caption= Anti-Airs, Neutral, Pressure, Confirms. This normal does it all! | |image=BBTag_Yosuke_4A.png |caption= Anti-Airs, Neutral, Pressure, Confirms. This normal does it all! | ||
|image2=BBTag_Yosuke_4AA.png |caption2= Cool poses for hitconfirming a situation. | |image2=BBTag_Yosuke_4AA.png |caption2= Cool poses for hitconfirming a situation. | ||
|image3=BBTag_Yosuke_4AAA.png |caption3= Yosuke NEVER skips Leg Day. | |image3=BBTag_Yosuke_4AAA.png |caption3= Yosuke NEVER skips Leg Day. | ||
|image4=BBTag_Yosuke_4AAAA.png |caption4= | |image4=BBTag_Yosuke_4AAAA.png |caption4= Who's ready for 2.0? | ||
|name=4A | |name=4A | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4A}} | {{AttackVersion|name=4A}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* This is one of Yosuke's three jump cancelable on block ground normals. <br> | ||
* You can cancel 4A into itself. This makes it useful for pressure or hit confirms. | * You can cancel 4A into itself. This makes it useful for pressure or hit confirms. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4AA}} | {{AttackVersion|name=4AA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|4AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=*Pressure tool | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=4AAA}} | {{AttackVersion|name=4AAA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|4AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* On block, this move sends Yosuke flying backwards, creating somewhat safe space. | ||
* Special cancelable on hit and block. | * Special cancelable on hit and block. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4AAAA}} | {{AttackVersion|name=4AAAA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|4AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_5A.png |caption= 3 times the hitboxes for 3 times the fun. | |image=BBTag_Yosuke_5A.png |caption= 3 times the hitboxes for 3 times the fun. | ||
|image2=BBTag_Yosuke_5AA.png |caption2= Why DO we have both of Yosuke's autocombos? | |image2=BBTag_Yosuke_5AA.png |caption2= Why DO we have both of Yosuke's autocombos? | ||
|image3=BBTag_Yosuke_5AAA.png |caption3= It's like Yosuke's a frog or somethin'... | |image3=BBTag_Yosuke_5AAA.png |caption3= It's like Yosuke's a frog or somethin'... | ||
|image4=BBTag_Yosuke_5AAAA.png |caption4= Give us Kunai as a special, please! | |image4=BBTag_Yosuke_5AAAA.png |caption4= Give us Kunai as a special, please! EDIT: 2.0 gives us kunai special, Mori heard our prayers! | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5A}} | {{AttackVersion|name=5A}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Jump cancelable on hit and block. | ||
Always try to let all 3 hits land. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun. | Always try to let all 3 hits land. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AA}} | {{AttackVersion|name=5AA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Large forward hitbox | ||
* Jump cancelable on hit | * Jump cancelable on hit | ||
* If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos | * If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAA}} | {{AttackVersion|name=5AAA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Special cancelable after the 3rd hit on hit and block. | ||
* Unsafe on block because it leaves Yosuke airborne (unless special canceled). | * Unsafe on block because it leaves Yosuke airborne (unless special canceled). | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | {{AttackVersion|name=5AAAA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_5B.png |caption= A pretty underrated poke. Send a Boot straight to their heads. | |image=BBTag_Yosuke_5B.png |caption= A pretty underrated poke. Send a Boot straight to their heads. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5B}} | {{AttackVersion|name=5B}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Has a long range but suffers from being a Persona normal (i.e., it’s a good poke but you take red life damage if it’s hit). | ||
*Mainly used as combo filler or corner relaunching. | *Mainly used as combo filler or corner relaunching. | ||
*Jump cancelable on hit | *Jump cancelable on hit | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Mainly used as combo filler | ||
* Jump cancelable on hit | * Jump cancelable on hit | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BBB}} | {{AttackVersion|name=5BBB}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Yosuke's special called '''Tentarafoo''' (doesn't cause confusion in this game) | ||
* Disables Cross Burst on hit similar to a throw. | * Disables Cross Burst on hit similar to a throw. | ||
* Pops opponent up fairly high on hit making it possible to combo into 236B but only from a close enough distance. Use 236A/C from farther away. | * Pops opponent up fairly high on hit making it possible to combo into 236B but only from a close enough distance. Use 236A/C from farther away. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_5C.png |caption= #NetplayUnblockables | |image=BBTag_Yosuke_5C.png |caption= #NetplayUnblockables | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Airborne during the hop | ||
Even though Yosuke's 5C is in the "fast startup unsafe on block" category, it does leap forward a short distance, giving him slightly more range compared to many others in the same category. | Even though Yosuke's 5C is in the "fast startup unsafe on block" category, it does leap forward a short distance, giving him slightly more range compared to many others in the same category. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_2A.png |caption= It's like Yosuke 4A, except it hits LOW! | |image=BBTag_Yosuke_2A.png |caption= It's like Yosuke 4A, except it hits LOW! | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Hits low | ||
* Good forward hitbox. | * Good forward hitbox. | ||
* Great for stagger pressure and punishing opponents for not blocking low. | * Great for stagger pressure and punishing opponents for not blocking low. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_2B.png |caption= Remember when Hazama 5C was jump cancellable on block? | |image=BBTag_Yosuke_2B.png |caption= Remember when Hazama 5C was jump cancellable on block? | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Amazing anti-air as the hitbox extends behind his head as well as having tremendous vertical range, at the cost of having a shorter forward horizontal range than other 2Bs | ||
* Jump cancelable on hit and block | * Jump cancelable on hit and block | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_2C.png |caption= Slides under moves like sliding into their DMs. | |image=BBTag_Yosuke_2C.png |caption= Slides under moves like sliding into their DMs. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Good for low profiling long range pokes. | ||
* Special cancelable on hit / block | * Special cancelable on hit / block | ||
* Very unsafe on block (unless special canceled) | * Very unsafe on block (unless special canceled) | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_jA.png |caption= The Jump In everyone learned to hate. | |image=BBTag_Yosuke_jA.png |caption= The Jump In everyone learned to hate. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.A}} | {{AttackVersion|name=j.A}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Can tag crouching opponents if performed low enough from a distance. | ||
* Really long forward range to catch opponents from a fair distance away | * Really long forward range to catch opponents from a fair distance away | ||
* Can be used to perform safe jumps with. | * Can be used to perform safe jumps with. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.AA}} | {{AttackVersion|name=j.AA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Jump cancelable on hit and block | ||
Combo filler. | Combo filler. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_jB.png |caption= #ThePssychSpecial | |image=BBTag_Yosuke_jB.png |caption= #ThePssychSpecial | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Hits 3 times | ||
* Not an overhead | * Not an overhead | ||
* The blockstun and hitstun of j.B depends on the height: the higher Yosuke from the opponent, the higher the blockstun and hitstun are. | * The blockstun and hitstun of j.B depends on the height: the higher Yosuke from the opponent, the higher the blockstun and hitstun are. | ||
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Very active and safe on block, but just like any other Persona normal takes extra red life damage if interrupted. | Very active and safe on block, but just like any other Persona normal takes extra red life damage if interrupted. | ||
}} | |||
}} | |||
====== <span style="visibility:hidden;font-size:0">j.2A</span> ====== | |||
{{MoveData | |||
|image=BBTag_Yosuke_j2A.png |caption= Ya like these? | |||
|name=j.2A | |||
|data= | |||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.2A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Special cancellable on hit and block | |||
The angle sadly makes it mostly unfit for neutral use, mainly used to combo into Moonsault-Cresent Slash after j.A. Very punishable on whiff. | |||
}} | }} | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_jC.png |caption= Either hit the floor, or flip out! Be that annoying fly everyone can't hit. | |image=BBTag_Yosuke_jC.png |caption= Either hit the floor, or flip out! Be that annoying fly everyone can't hit. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Can cancel the start up into other aerial specials to bait antiairs or to cross up. | ||
* Travels a short distance. | * Travels a short distance. | ||
* Special cancelable on hit and block. | * Special cancelable on hit and block. | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_GroundThrow.png |caption= What if this throw poisoned again... But special cancels are nice! | |image=BBTag_Yosuke_GroundThrow.png |caption= What if this throw poisoned again... But special cancels are nice! | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Special cancelable | ||
* Super cancellable | * Super cancellable | ||
* Can be followed by normals | * Can be followed by normals | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Dodge</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_Dodge.png |caption= "Come get som---YIKES!". | |image=BBTag_Yosuke_Dodge.png |caption= "Come get som---YIKES!". | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Taunt}} | {{AttackVersion|name=Taunt}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Kick}} | {{AttackVersion|name=Kick}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=Yosuke’s Reversal Action has 2 parts, “Taunt” and “Kick”. “Taunt” is the initial action when the DP is pressed (Kunai Swing) where Yosuke is in his counter state. “Kick” is when Yosuke’s Reversal Action is triggered causing Jiraiya to come out and kick the opponent away. If it’s not triggered, Yosuke sighs and becomes punishable. | ||
When activated, Yosuke briefly stops the opponent in place allowing Jiraiya to come out and quickly kick the opponent away with almost no interruptions. | When activated, Yosuke briefly stops the opponent in place allowing Jiraiya to come out and quickly kick the opponent away with almost no interruptions. | ||
* Jiraiya can appear behind Yosuke during activation if he’s crossed up with proper timing | * Jiraiya can appear behind Yosuke during activation if he’s crossed up with proper timing | ||
* When triggered, Jiraiya will target the active character. | * When triggered, Jiraiya will target the active character. | ||
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==Skills== | ==Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Dash Spring</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_DashSpring.png |caption= Don't use this as a command dash. That ALWAYS ends poorly. | |image=BBTag_Yosuke_DashSpring.png |caption= Don't use this as a command dash. That ALWAYS ends poorly. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Referred to as '''Run'''. | ||
* A Version goes a little over half screen and slightly bounces the opponent | * A Version goes a little over half screen and slightly bounces the opponent | ||
* B Version goes 3/4th screen, has a slow start up but bounces the opponent higher allowing for moonsault followups. | * B Version goes 3/4th screen, has a slow start up but bounces the opponent higher allowing for moonsault followups. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Flying Flash Cut</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_FlyingFlashCut.png |caption= V SLASH!! Now an actual knockdown. | |image=BBTag_Yosuke_FlyingFlashCut.png |caption= V SLASH!! Now an actual knockdown. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Referred to as '''V Slash'''. | ||
* Send the opponent all the way to the ground on hit regardless of height. | * Send the opponent all the way to the ground on hit regardless of height. | ||
* Can’t directly cancel into other air actions. | * Can’t directly cancel into other air actions. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Moonsault</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_Moonsault.png |caption= The fact that this STILL crosses up in the corner is pretty hilarious. | |image=BBTag_Yosuke_Moonsault.png |caption= The fact that this STILL crosses up in the corner is pretty hilarious. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Has a wide travel arc. | ||
* Can cross up in the corner. | * Can cross up in the corner. | ||
* Direction depends on input. | * Direction depends on input. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Crescent Slash</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_CrescentSlash.png |caption= I heard that the EX version of Crescent makes for a rather nasty surprise overhead. | |image=BBTag_Yosuke_CrescentSlash.png |caption= I heard that the EX version of Crescent makes for a rather nasty surprise overhead. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236B X}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=The optional follow up for Moonsault | ||
* Hitting C will do the Moonsault / Crescent combo | * Hitting C will do the Moonsault / Crescent combo | ||
* Hits overhead. | * Hits overhead. | ||
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==Extra Skills== | ==Extra Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">EX Dash Spring</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_DashSpring.png |caption= Remember when this was projectile invuln?? | |image=BBTag_Yosuke_DashSpring.png |caption= Remember when this was projectile invuln?? | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">EX Moonsault</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_Moonsault.png |caption= When you want to flip in place instead of everywhere at once. | |image=BBTag_Yosuke_Moonsault.png |caption= When you want to flip in place instead of everywhere at once. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* EX Version performs an auto Crescent Slash. | ||
* Doesn't switch sides | * Doesn't switch sides | ||
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==Partner Skills== | ==Partner Skills== | ||
====== <span style="visibility:hidden;font-size:0">5P</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Yosuke_DashSpring.png |caption= Green Streak. Speeds By. Yosuke the Frog. | ||
|name= | |name=5P | ||
|input= | |input=Dash Spring | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5P }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Works the same as the A version of Dash Spring | ||
}} | }} | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">6P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Yosuke_5D.png |caption= Now everyone can find out how much of a bro Jiraiya actually is. | ||
|name= | |name=6P | ||
|input= | |input=P4A 5D | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6P }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Jiraiya rushes forward with his fist extended. Goes full screen. If it connects with the point character, Jiraiya does an uppercut launching the opponent into the air. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">4P</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_5AAA.png |caption= YOSUKE UPPAH!!! | |image=BBTag_Yosuke_5AAA.png |caption= YOSUKE UPPAH!!! | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Launching or Anti-Air assist | ||
}} | }} | ||
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==Distortion Skills== | ==Distortion Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Garudyne</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_Garudyne.png |caption= A Giant Spinny Projectile. What could POSSIBLY go wrong?? | |image=BBTag_Yosuke_Garudyne.png |caption= A Giant Spinny Projectile. What could POSSIBLY go wrong?? | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Homes in on the opponent, even on block. | ||
Everything could go wrong. | Everything could go wrong. | ||
However, it works well as a Distortion Duo Skill follow up, since the move doesn't scale as much as other supers. Plus it drags opponents to the corner. Very unsafe as a DHC on block, though. | However, it works well as a Distortion Duo Skill follow up, since the move doesn't scale as much as other supers. Plus it drags opponents to the corner. Very unsafe as a DHC on block, though. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Shippu - Nagareboshi</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_ShippuNagareboshi.png |caption= Also known as, "That super where Yosuke goes WHOO!!" | |image=BBTag_Yosuke_ShippuNagareboshi.png |caption= Also known as, "That super where Yosuke goes WHOO!!" | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Referred to as '''Whoo'''. | ||
* Decent Invincibility. | * Decent Invincibility. | ||
* Travels slightly over half screen. | * Travels slightly over half screen. | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_Garudyne.png |caption= | |image=BBTag_Yosuke_Garudyne.png |caption= Didn't get the kill? Try spinning. | ||
|input=P during Main Character's Distortion Skill | |input=P during Main Character's Distortion Skill | ||
|name=Garudyne | |name=Garudyne | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
Revision as of 19:39, 7 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Yosuke is a quick rushdown character. His Dash spring and auto combos provide quick actions to pressure opponents and catch them in unlikely situations. His air game is good with his j.C, allowing for a variety of cross up potential from that move alone. He is missing a projectile but his quickness allows for good offensive tools to get the job done. With Yosuke, you want to stay offensive and keep good pressure while crossing up your opponent to keep them on the defensive.
"Leave it all to me, yeah! The important things are never far off... They're all around you." | |
Lore: | Yosuke Hanamura is the first party member Yu Narukami bonds with during his time in Inaba. Due to his father's manager position at the Junes superstore, Yosuke was forced to move from the big city to "the boonies," leaving him resenting his feelings of boredom and isolation. After accepting his shadow, he tries his hardest to be the best 'partner' he can be. |
- Has great air mobility, as well as several air tools to help him out.
- High solo damage
- One of the fastest characters in the game.
- Great assist kit.
- Weak pokes/midrange game
- Struggles against characters with strong air control
- Fastest air normal is 10f.
Yosuke is able to chain multiple specials while in the air. He can string these together during combos, to mix up his aerial approach or bait anti-airs.
His air action system in BBTAG still exist but to a much lesser extent (compared to the Arena series) since he only has 2 air specials (Moonsault and V Slash). They work almost like rekkas now off Moonsault / Dash Spring.
- Hitting A during Moonsault / Dash Spring will give you V Slash
- Hitting B or C during Dash Spring will give you Moonsault or EX Crescent Slash
- Hitting B or C during Moonsault will give you Crescent Slash
- Hitting B or C AFTER Crescent Slash will give you another Moonsault
- You can also do manual inputs or 6/4+Button to change directions
- You are able to cancel the start up for jC into air actions also using manual inputs.
Normal Moves
4A | Template:AttackDataHeader-BBTag |
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5A | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A | Template:AttackDataHeader-BBTag |
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j.B | Template:AttackDataHeader-BBTag |
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j.2A | Template:AttackDataHeader-BBTag |
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j.C | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw 5B+C |
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Dodge 5A+D |
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Skills
Dash Spring 236A/B |
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Flying Flash Cut j.236A or j.214A |
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Moonsault j.236B or j.214B |
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Crescent Slash (during Moonsault) A/B/C |
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Extra Skills
EX Dash Spring 236C |
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EX Moonsault j.236C or j.214C |
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Partner Skills
5P Dash Spring |
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6P P4A 5D |
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4P 5AAA |
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Distortion Skills
Garudyne 236B+C (air OK) |
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Shippu - Nagareboshi 214B+C (air OK) |
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Distortion Skill Duo
Garudyne P during Main Character's Distortion Skill |
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Astral Heat
Brave Blade 222B+C |
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move
and the move Full
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Click [★] for character's full frame data
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Controls •
Frame Data & System Data •
Patch Notes •
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Offense •
Defense •
Damage/Combo •
Attack Attributes •
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Misc •